13,055 Commits over 2,831 Days - 0.19cph!
Fixed missing capitalisation on item name
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Merge from elevator_parenting
Merge from workcart_decal_fix
Merge from tutorial_button_resize
Now covers all spine bones
First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring
First pass on runtime component, still not functional
More fixes, expose ADS state
Implement PR #63 - Added new time formats and support for custom formatting in Countdown
Spray can now ignores sprays when looking for entities to reskin, allows reskinning wallpaper/shipping container blocks if sprays are on that wall
Remove changes introduced in vm_rotate_around_modifier, no longer needed
WIP aim pose system, starting with an editor to author poses
Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
Merge from monitor_loopping_gesture_fix
Merge from wiretool_spherecast_fix
Merge from map_perf_fixes
Removed Update method from IndependentScale component
IndependentScale updates are now called from the Client class
MapScaleIndependent updates are now called from the MapView
Should save around 0.06ms during general gameplay, varying based on map size and number of markers
Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
Shrink the start tutorial button in the options menu
Merge from getdefinitions_fix
Merge from dome_collider_fixes
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Merge from vanilla_tc_gibs
Merge from binocular_chat
Fixed water overlay post effect getting stuck at NaN weight in playground scene
Added a new builtin radio station that just plays the fishing village song 24x7
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
Add a new accessibility section to the options menu, list all colour customisation options
https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
Allow the player to modify the colour of the building blocked radius around monuments
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options
Also applies to colour of team mate markers on the map
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players
Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions
Each collection type has a corresponding component
https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg